summaryrefslogtreecommitdiffstats
path: root/dom/gamepad/GamepadManager.cpp
diff options
context:
space:
mode:
authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /dom/gamepad/GamepadManager.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
downloadUXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar
UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.gz
UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.lz
UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.xz
UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.zip
Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/gamepad/GamepadManager.cpp')
-rw-r--r--dom/gamepad/GamepadManager.cpp699
1 files changed, 699 insertions, 0 deletions
diff --git a/dom/gamepad/GamepadManager.cpp b/dom/gamepad/GamepadManager.cpp
new file mode 100644
index 000000000..dde71dd0a
--- /dev/null
+++ b/dom/gamepad/GamepadManager.cpp
@@ -0,0 +1,699 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this file,
+ * You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#include "mozilla/dom/GamepadManager.h"
+
+#include "mozilla/dom/Gamepad.h"
+#include "mozilla/dom/GamepadAxisMoveEvent.h"
+#include "mozilla/dom/GamepadButtonEvent.h"
+#include "mozilla/dom/GamepadEvent.h"
+#include "mozilla/dom/GamepadEventChannelChild.h"
+#include "mozilla/dom/GamepadMonitoring.h"
+
+#include "mozilla/ipc/BackgroundChild.h"
+#include "mozilla/ipc/PBackgroundChild.h"
+#include "mozilla/ClearOnShutdown.h"
+#include "mozilla/Preferences.h"
+#include "mozilla/StaticPtr.h"
+
+#include "nsAutoPtr.h"
+#include "nsGlobalWindow.h"
+#include "nsIDOMEvent.h"
+#include "nsIDOMDocument.h"
+#include "nsIDOMWindow.h"
+#include "nsIObserver.h"
+#include "nsIObserverService.h"
+#include "nsIServiceManager.h"
+#include "nsThreadUtils.h"
+#include "VRManagerChild.h"
+#include "mozilla/Services.h"
+#include "mozilla/Unused.h"
+
+#include <cstddef>
+
+using namespace mozilla::ipc;
+
+namespace mozilla {
+namespace dom {
+
+namespace {
+
+const char* kGamepadEnabledPref = "dom.gamepad.enabled";
+const char* kGamepadEventsEnabledPref =
+ "dom.gamepad.non_standard_events.enabled";
+
+const nsTArray<RefPtr<nsGlobalWindow>>::index_type NoIndex =
+ nsTArray<RefPtr<nsGlobalWindow>>::NoIndex;
+
+bool sShutdown = false;
+
+StaticRefPtr<GamepadManager> gGamepadManagerSingleton;
+const uint32_t VR_GAMEPAD_IDX_OFFSET = 0x01 << 16;
+
+} // namespace
+
+NS_IMPL_ISUPPORTS(GamepadManager, nsIObserver)
+
+GamepadManager::GamepadManager()
+ : mEnabled(false),
+ mNonstandardEventsEnabled(false),
+ mShuttingDown(false)
+{}
+
+nsresult
+GamepadManager::Init()
+{
+ mEnabled = IsAPIEnabled();
+ mNonstandardEventsEnabled =
+ Preferences::GetBool(kGamepadEventsEnabledPref, false);
+ nsCOMPtr<nsIObserverService> observerService =
+ mozilla::services::GetObserverService();
+
+ if (NS_WARN_IF(!observerService)) {
+ return NS_ERROR_FAILURE;
+ }
+
+ nsresult rv;
+ rv = observerService->AddObserver(this,
+ NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID,
+ false);
+
+ if (NS_WARN_IF(NS_FAILED(rv))) {
+ return rv;
+ }
+
+ return NS_OK;
+}
+
+NS_IMETHODIMP
+GamepadManager::Observe(nsISupports* aSubject,
+ const char* aTopic,
+ const char16_t* aData)
+{
+ nsCOMPtr<nsIObserverService> observerService =
+ mozilla::services::GetObserverService();
+ if (observerService) {
+ observerService->RemoveObserver(this, NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID);
+ }
+ BeginShutdown();
+ return NS_OK;
+}
+
+void
+GamepadManager::StopMonitoring()
+{
+ for (uint32_t i = 0; i < mChannelChildren.Length(); ++i) {
+ mChannelChildren[i]->SendGamepadListenerRemoved();
+ }
+ mChannelChildren.Clear();
+ mGamepads.Clear();
+
+#if defined(XP_WIN) || defined(XP_MACOSX) || defined(XP_LINUX)
+ mVRChannelChild = gfx::VRManagerChild::Get();
+ mVRChannelChild->SendControllerListenerRemoved();
+#endif
+}
+
+void
+GamepadManager::BeginShutdown()
+{
+ mShuttingDown = true;
+ StopMonitoring();
+ // Don't let windows call back to unregister during shutdown
+ for (uint32_t i = 0; i < mListeners.Length(); i++) {
+ mListeners[i]->SetHasGamepadEventListener(false);
+ }
+ mListeners.Clear();
+ sShutdown = true;
+}
+
+void
+GamepadManager::AddListener(nsGlobalWindow* aWindow)
+{
+ MOZ_ASSERT(aWindow);
+ MOZ_ASSERT(aWindow->IsInnerWindow());
+ MOZ_ASSERT(NS_IsMainThread());
+
+ if (!mEnabled || mShuttingDown) {
+ return;
+ }
+
+ if (mListeners.IndexOf(aWindow) != NoIndex) {
+ return; // already exists
+ }
+
+ mListeners.AppendElement(aWindow);
+
+ // IPDL child has been created
+ if (!mChannelChildren.IsEmpty()) {
+ return;
+ }
+
+ PBackgroundChild *actor = BackgroundChild::GetForCurrentThread();
+ //Try to get the PBackground Child actor
+ if (actor) {
+ ActorCreated(actor);
+ } else {
+ Unused << BackgroundChild::GetOrCreateForCurrentThread(this);
+ }
+}
+
+void
+GamepadManager::RemoveListener(nsGlobalWindow* aWindow)
+{
+ MOZ_ASSERT(aWindow);
+ MOZ_ASSERT(aWindow->IsInnerWindow());
+
+ if (mShuttingDown) {
+ // Doesn't matter at this point. It's possible we're being called
+ // as a result of our own destructor here, so just bail out.
+ return;
+ }
+
+ if (mListeners.IndexOf(aWindow) == NoIndex) {
+ return; // doesn't exist
+ }
+
+ for (auto iter = mGamepads.Iter(); !iter.Done(); iter.Next()) {
+ aWindow->RemoveGamepad(iter.Key());
+ }
+
+ mListeners.RemoveElement(aWindow);
+
+ if (mListeners.IsEmpty()) {
+ StopMonitoring();
+ }
+}
+
+already_AddRefed<Gamepad>
+GamepadManager::GetGamepad(uint32_t aIndex) const
+{
+ RefPtr<Gamepad> gamepad;
+ if (mGamepads.Get(aIndex, getter_AddRefs(gamepad))) {
+ return gamepad.forget();
+ }
+
+ return nullptr;
+}
+
+uint32_t GamepadManager::GetGamepadIndexWithServiceType(uint32_t aIndex,
+ GamepadServiceType aServiceType)
+{
+ uint32_t newIndex = 0;
+
+ switch (aServiceType) {
+ case GamepadServiceType::Standard:
+ {
+ MOZ_ASSERT(aIndex <= VR_GAMEPAD_IDX_OFFSET);
+ newIndex = aIndex;
+ break;
+ }
+ case GamepadServiceType::VR:
+ {
+ newIndex = aIndex + VR_GAMEPAD_IDX_OFFSET;
+ break;
+ }
+ default:
+ MOZ_ASSERT(false);
+ break;
+ }
+
+ return newIndex;
+}
+
+void
+GamepadManager::AddGamepad(uint32_t aIndex,
+ const nsAString& aId,
+ GamepadMappingType aMapping,
+ GamepadServiceType aServiceType,
+ uint32_t aNumButtons,
+ uint32_t aNumAxes)
+{
+ //TODO: bug 852258: get initial button/axis state
+ RefPtr<Gamepad> gamepad =
+ new Gamepad(nullptr,
+ aId,
+ 0, // index is set by global window
+ aMapping,
+ aNumButtons,
+ aNumAxes);
+
+ uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType);
+
+ // We store the gamepad related to its index given by the parent process,
+ // and no duplicate index is allowed.
+ MOZ_ASSERT(!mGamepads.Get(newIndex, nullptr));
+ mGamepads.Put(newIndex, gamepad);
+ NewConnectionEvent(newIndex, true);
+}
+
+void
+GamepadManager::RemoveGamepad(uint32_t aIndex, GamepadServiceType aServiceType)
+{
+ uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType);
+
+ RefPtr<Gamepad> gamepad = GetGamepad(newIndex);
+ if (!gamepad) {
+ NS_WARNING("Trying to delete gamepad with invalid index");
+ return;
+ }
+ gamepad->SetConnected(false);
+ NewConnectionEvent(newIndex, false);
+ mGamepads.Remove(newIndex);
+}
+
+void
+GamepadManager::NewButtonEvent(uint32_t aIndex, GamepadServiceType aServiceType,
+ uint32_t aButton, bool aPressed, double aValue)
+{
+ if (mShuttingDown) {
+ return;
+ }
+
+ uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType);
+
+ RefPtr<Gamepad> gamepad = GetGamepad(newIndex);
+ if (!gamepad) {
+ return;
+ }
+
+ gamepad->SetButton(aButton, aPressed, aValue);
+
+ // Hold on to listeners in a separate array because firing events
+ // can mutate the mListeners array.
+ nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners);
+ MOZ_ASSERT(!listeners.IsEmpty());
+
+ for (uint32_t i = 0; i < listeners.Length(); i++) {
+
+ MOZ_ASSERT(listeners[i]->IsInnerWindow());
+
+ // Only send events to non-background windows
+ if (!listeners[i]->AsInner()->IsCurrentInnerWindow() ||
+ listeners[i]->GetOuterWindow()->IsBackground()) {
+ continue;
+ }
+
+ bool firstTime = MaybeWindowHasSeenGamepad(listeners[i], newIndex);
+
+ RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(newIndex);
+ if (listenerGamepad) {
+ listenerGamepad->SetButton(aButton, aPressed, aValue);
+ if (firstTime) {
+ FireConnectionEvent(listeners[i], listenerGamepad, true);
+ }
+ if (mNonstandardEventsEnabled) {
+ // Fire event
+ FireButtonEvent(listeners[i], listenerGamepad, aButton, aValue);
+ }
+ }
+ }
+}
+
+void
+GamepadManager::FireButtonEvent(EventTarget* aTarget,
+ Gamepad* aGamepad,
+ uint32_t aButton,
+ double aValue)
+{
+ nsString name = aValue == 1.0L ? NS_LITERAL_STRING("gamepadbuttondown") :
+ NS_LITERAL_STRING("gamepadbuttonup");
+ GamepadButtonEventInit init;
+ init.mBubbles = false;
+ init.mCancelable = false;
+ init.mGamepad = aGamepad;
+ init.mButton = aButton;
+ RefPtr<GamepadButtonEvent> event =
+ GamepadButtonEvent::Constructor(aTarget, name, init);
+
+ event->SetTrusted(true);
+
+ bool defaultActionEnabled = true;
+ aTarget->DispatchEvent(event, &defaultActionEnabled);
+}
+
+void
+GamepadManager::NewAxisMoveEvent(uint32_t aIndex, GamepadServiceType aServiceType,
+ uint32_t aAxis, double aValue)
+{
+ if (mShuttingDown) {
+ return;
+ }
+
+ uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType);
+
+ RefPtr<Gamepad> gamepad = GetGamepad(newIndex);
+ if (!gamepad) {
+ return;
+ }
+ gamepad->SetAxis(aAxis, aValue);
+
+ // Hold on to listeners in a separate array because firing events
+ // can mutate the mListeners array.
+ nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners);
+ MOZ_ASSERT(!listeners.IsEmpty());
+
+ for (uint32_t i = 0; i < listeners.Length(); i++) {
+
+ MOZ_ASSERT(listeners[i]->IsInnerWindow());
+
+ // Only send events to non-background windows
+ if (!listeners[i]->AsInner()->IsCurrentInnerWindow() ||
+ listeners[i]->GetOuterWindow()->IsBackground()) {
+ continue;
+ }
+
+ bool firstTime = MaybeWindowHasSeenGamepad(listeners[i], newIndex);
+
+ RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(newIndex);
+ if (listenerGamepad) {
+ listenerGamepad->SetAxis(aAxis, aValue);
+ if (firstTime) {
+ FireConnectionEvent(listeners[i], listenerGamepad, true);
+ }
+ if (mNonstandardEventsEnabled) {
+ // Fire event
+ FireAxisMoveEvent(listeners[i], listenerGamepad, aAxis, aValue);
+ }
+ }
+ }
+}
+
+void
+GamepadManager::FireAxisMoveEvent(EventTarget* aTarget,
+ Gamepad* aGamepad,
+ uint32_t aAxis,
+ double aValue)
+{
+ GamepadAxisMoveEventInit init;
+ init.mBubbles = false;
+ init.mCancelable = false;
+ init.mGamepad = aGamepad;
+ init.mAxis = aAxis;
+ init.mValue = aValue;
+ RefPtr<GamepadAxisMoveEvent> event =
+ GamepadAxisMoveEvent::Constructor(aTarget,
+ NS_LITERAL_STRING("gamepadaxismove"),
+ init);
+
+ event->SetTrusted(true);
+
+ bool defaultActionEnabled = true;
+ aTarget->DispatchEvent(event, &defaultActionEnabled);
+}
+
+void
+GamepadManager::NewPoseEvent(uint32_t aIndex, GamepadServiceType aServiceType,
+ const GamepadPoseState& aPose)
+{
+ if (mShuttingDown) {
+ return;
+ }
+
+ uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType);
+
+ RefPtr<Gamepad> gamepad = GetGamepad(newIndex);
+ if (!gamepad) {
+ return;
+ }
+ gamepad->SetPose(aPose);
+
+ // Hold on to listeners in a separate array because firing events
+ // can mutate the mListeners array.
+ nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners);
+ MOZ_ASSERT(!listeners.IsEmpty());
+
+ for (uint32_t i = 0; i < listeners.Length(); i++) {
+
+ MOZ_ASSERT(listeners[i]->IsInnerWindow());
+
+ // Only send events to non-background windows
+ if (!listeners[i]->AsInner()->IsCurrentInnerWindow() ||
+ listeners[i]->GetOuterWindow()->IsBackground()) {
+ continue;
+ }
+
+ bool firstTime = MaybeWindowHasSeenGamepad(listeners[i], newIndex);
+
+ RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(newIndex);
+ if (listenerGamepad) {
+ listenerGamepad->SetPose(aPose);
+ if (firstTime) {
+ FireConnectionEvent(listeners[i], listenerGamepad, true);
+ }
+ }
+ }
+}
+
+void
+GamepadManager::NewConnectionEvent(uint32_t aIndex, bool aConnected)
+{
+ if (mShuttingDown) {
+ return;
+ }
+
+ RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
+ if (!gamepad) {
+ return;
+ }
+
+ // Hold on to listeners in a separate array because firing events
+ // can mutate the mListeners array.
+ nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners);
+ MOZ_ASSERT(!listeners.IsEmpty());
+
+ if (aConnected) {
+ for (uint32_t i = 0; i < listeners.Length(); i++) {
+
+ MOZ_ASSERT(listeners[i]->IsInnerWindow());
+
+ // Only send events to non-background windows
+ if (!listeners[i]->AsInner()->IsCurrentInnerWindow() ||
+ listeners[i]->GetOuterWindow()->IsBackground()) {
+ continue;
+ }
+
+ // We don't fire a connected event here unless the window
+ // has seen input from at least one device.
+ if (!listeners[i]->HasSeenGamepadInput()) {
+ continue;
+ }
+
+ SetWindowHasSeenGamepad(listeners[i], aIndex);
+
+ RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aIndex);
+ if (listenerGamepad) {
+ // Fire event
+ FireConnectionEvent(listeners[i], listenerGamepad, aConnected);
+ }
+ }
+ } else {
+ // For disconnection events, fire one at every window that has received
+ // data from this gamepad.
+ for (uint32_t i = 0; i < listeners.Length(); i++) {
+
+ // Even background windows get these events, so we don't have to
+ // deal with the hassle of syncing the state of removed gamepads.
+
+ if (WindowHasSeenGamepad(listeners[i], aIndex)) {
+ RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aIndex);
+ if (listenerGamepad) {
+ listenerGamepad->SetConnected(false);
+ // Fire event
+ FireConnectionEvent(listeners[i], listenerGamepad, false);
+ listeners[i]->RemoveGamepad(aIndex);
+ }
+ }
+ }
+ }
+}
+
+void
+GamepadManager::FireConnectionEvent(EventTarget* aTarget,
+ Gamepad* aGamepad,
+ bool aConnected)
+{
+ nsString name = aConnected ? NS_LITERAL_STRING("gamepadconnected") :
+ NS_LITERAL_STRING("gamepaddisconnected");
+ GamepadEventInit init;
+ init.mBubbles = false;
+ init.mCancelable = false;
+ init.mGamepad = aGamepad;
+ RefPtr<GamepadEvent> event =
+ GamepadEvent::Constructor(aTarget, name, init);
+
+ event->SetTrusted(true);
+
+ bool defaultActionEnabled = true;
+ aTarget->DispatchEvent(event, &defaultActionEnabled);
+}
+
+void
+GamepadManager::SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad)
+{
+ if (mShuttingDown || !mEnabled) {
+ return;
+ }
+
+ RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
+ if (!gamepad) {
+ return;
+ }
+
+ aGamepad->SyncState(gamepad);
+}
+
+// static
+bool
+GamepadManager::IsServiceRunning()
+{
+ return !!gGamepadManagerSingleton;
+}
+
+// static
+already_AddRefed<GamepadManager>
+GamepadManager::GetService()
+{
+ if (sShutdown) {
+ return nullptr;
+ }
+
+ if (!gGamepadManagerSingleton) {
+ RefPtr<GamepadManager> manager = new GamepadManager();
+ nsresult rv = manager->Init();
+ if(NS_WARN_IF(NS_FAILED(rv))) {
+ return nullptr;
+ }
+ gGamepadManagerSingleton = manager;
+ ClearOnShutdown(&gGamepadManagerSingleton);
+ }
+
+ RefPtr<GamepadManager> service(gGamepadManagerSingleton);
+ return service.forget();
+}
+
+// static
+bool
+GamepadManager::IsAPIEnabled() {
+ return Preferences::GetBool(kGamepadEnabledPref, false);
+}
+
+bool
+GamepadManager::MaybeWindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex)
+{
+ if (!WindowHasSeenGamepad(aWindow, aIndex)) {
+ // This window hasn't seen this gamepad before, so
+ // send a connection event first.
+ SetWindowHasSeenGamepad(aWindow, aIndex);
+ return true;
+ }
+ return false;
+}
+
+bool
+GamepadManager::WindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex) const
+{
+ RefPtr<Gamepad> gamepad = aWindow->GetGamepad(aIndex);
+ return gamepad != nullptr;
+}
+
+void
+GamepadManager::SetWindowHasSeenGamepad(nsGlobalWindow* aWindow,
+ uint32_t aIndex,
+ bool aHasSeen)
+{
+ MOZ_ASSERT(aWindow);
+ MOZ_ASSERT(aWindow->IsInnerWindow());
+
+ if (mListeners.IndexOf(aWindow) == NoIndex) {
+ // This window isn't even listening for gamepad events.
+ return;
+ }
+
+ if (aHasSeen) {
+ aWindow->SetHasSeenGamepadInput(true);
+ nsCOMPtr<nsISupports> window = ToSupports(aWindow);
+ RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
+ if (!gamepad) {
+ return;
+ }
+ RefPtr<Gamepad> clonedGamepad = gamepad->Clone(window);
+ aWindow->AddGamepad(aIndex, clonedGamepad);
+ } else {
+ aWindow->RemoveGamepad(aIndex);
+ }
+}
+
+void
+GamepadManager::Update(const GamepadChangeEvent& aEvent)
+{
+ if (aEvent.type() == GamepadChangeEvent::TGamepadAdded) {
+ const GamepadAdded& a = aEvent.get_GamepadAdded();
+ AddGamepad(a.index(), a.id(),
+ static_cast<GamepadMappingType>(a.mapping()),
+ a.service_type(),
+ a.num_buttons(), a.num_axes());
+ return;
+ }
+ if (aEvent.type() == GamepadChangeEvent::TGamepadRemoved) {
+ const GamepadRemoved& a = aEvent.get_GamepadRemoved();
+ RemoveGamepad(a.index(), a.service_type());
+ return;
+ }
+ if (aEvent.type() == GamepadChangeEvent::TGamepadButtonInformation) {
+ const GamepadButtonInformation& a = aEvent.get_GamepadButtonInformation();
+ NewButtonEvent(a.index(), a.service_type(), a.button(),
+ a.pressed(), a.value());
+ return;
+ }
+ if (aEvent.type() == GamepadChangeEvent::TGamepadAxisInformation) {
+ const GamepadAxisInformation& a = aEvent.get_GamepadAxisInformation();
+ NewAxisMoveEvent(a.index(), a.service_type(), a.axis(), a.value());
+ return;
+ }
+ if (aEvent.type() == GamepadChangeEvent::TGamepadPoseInformation) {
+ const GamepadPoseInformation& a = aEvent.get_GamepadPoseInformation();
+ NewPoseEvent(a.index(), a.service_type(), a.pose_state());
+ return;
+ }
+
+ MOZ_CRASH("We shouldn't be here!");
+
+}
+
+//Override nsIIPCBackgroundChildCreateCallback
+void
+GamepadManager::ActorCreated(PBackgroundChild *aActor)
+{
+ MOZ_ASSERT(aActor);
+ GamepadEventChannelChild *child = new GamepadEventChannelChild();
+ PGamepadEventChannelChild *initedChild =
+ aActor->SendPGamepadEventChannelConstructor(child);
+ if (NS_WARN_IF(!initedChild)) {
+ ActorFailed();
+ return;
+ }
+ MOZ_ASSERT(initedChild == child);
+ child->SendGamepadListenerAdded();
+ mChannelChildren.AppendElement(child);
+
+#if defined(XP_WIN) || defined(XP_MACOSX) || defined(XP_LINUX)
+ // Construct VRManagerChannel and ask adding the connected
+ // VR controllers to GamepadManager
+ mVRChannelChild = gfx::VRManagerChild::Get();
+ mVRChannelChild->SendControllerListenerAdded();
+#endif
+}
+
+//Override nsIIPCBackgroundChildCreateCallback
+void
+GamepadManager::ActorFailed()
+{
+ MOZ_CRASH("Gamepad IPC actor create failed!");
+}
+
+} // namespace dom
+} // namespace mozilla